I started writing a totally new OpenGL game for iOS a few days ago, and I cannot get 2D working to save my life. 3D works fine (using a customized implementation of gluPerspective), but 2D just won't. I've done a 2D game for iOS before, and I didn't have any problems. Now, no matter what I do, nothing renders.

Majority of this code I'm reusing, but I don't see what the problem is. Arrgh, iOS is a complete NIGHTMARE to work with (problems at every corner for me). I hate to say it, but PS2 was more straight forward than iOS. This really sucks. Any ideas? Thanks.

"One objection to a “critique of C#” would be that you can’t talk about C# without talking about the whole “.Net experience”. However, one can approach the topic of Hitler without a complete discussion of Nationalist Socialism, so I feel justified." - Steve White.

OpenGL/OpenGL ES are the pain, not iOS. Bind-to-modify is a design flaw from the early 90’s that they have refused to fix for compatibility reasons.

Your own headaches are compounded by the fact that you are using OpenGL ES 1.0 instead of OpenGL ES 2.0. Learning how to handle OpenGL’s quirks, such as modifying your lighting system to deal with the fact that they modify the lights you set by the current model-view matrix, and only once (sigh), is a lot harder than learning shaders. No joke.

OpenGL/OpenGL ES are the pain, not iOS. Bind-to-modify is a design flaw from the early 90’s that they have refused to fix for compatibility reasons.

Your own headaches are compounded by the fact that you are using OpenGL ES 1.0 instead of OpenGL ES 2.0. Learning how to handle OpenGL’s quirks, such as modifying your lighting system to deal with the fact that they modify the lights you set by the current model-view matrix, and only once (sigh), is a lot harder than learning shaders. No joke.

Secondly, you should be glad you are on iOS because there is a large toolset to help you debug this.

Firstly, only code using a real device. This is a simple fact of life.

Secondly, once you are on a real device, you can take a screenshot and step through to see what is happening.

L. Spiro

I beg to differ. I've never had any serious problems out of OpenGL until I started on iOS. I'm using OpenGL ES 1.1 simply because I don't have an OpenGL ES 2.0 compatible iOS device (can't afford one atm). I tried disabling lighting with glDisable( GL_LIGHTING ); still doesn't work. Even when I got 3D working, it didn't make a difference. And whether I use a real device or the simulator, I get the same results. I still don't see what I'm doing wrong here.

"One objection to a “critique of C#” would be that you can’t talk about C# without talking about the whole “.Net experience”. However, one can approach the topic of Hitler without a complete discussion of Nationalist Socialism, so I feel justified." - Steve White.

"One objection to a “critique of C#” would be that you can’t talk about C# without talking about the whole “.Net experience”. However, one can approach the topic of Hitler without a complete discussion of Nationalist Socialism, so I feel justified." - Steve White.

It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.

"One objection to a “critique of C#” would be that you can’t talk about C# without talking about the whole “.Net experience”. However, one can approach the topic of Hitler without a complete discussion of Nationalist Socialism, so I feel justified." - Steve White.

"One objection to a “critique of C#” would be that you can’t talk about C# without talking about the whole “.Net experience”. However, one can approach the topic of Hitler without a complete discussion of Nationalist Socialism, so I feel justified." - Steve White.